Fov 120 Is Way Too Much
#6387 posted by negke on 2007/09/17 20:26:25
Only By 30 ...
#6388 posted by aguirRe on 2007/09/17 20:57:48
:P
#6389 posted by Spirit on 2007/09/17 21:15:24
Hmm
#6390 posted by bal on 2007/09/18 10:21:59
I still play in fov 120 in any game that lets me, feels so weird when it's less. =\
Monsterspawn Failure
#6391 posted by Mikko on 2007/09/18 19:21:20
Why do some monsterspawns refuse to work? The target and name tags are correct - I have checked this a zillion times. The teleports are teleports and they're of the same size as all the other teleports around the map so it's not that the monsters are too big. Also, believe me I've checked they're not too close to any walls.
I have around 30 spawns around the map so having four malfunctioning teleports is not such a big issue but it's actually becoming an obsession. And it's three specific areas.
Mikko
#6392 posted by golden_boy on 2007/09/18 23:35:51
the teleports are teleports? huh?
You stick the monster you want to spawn halfway into a trigger_teleport. The monster and the trigger_teleport get the same "targetname" field. The trigger_teleport targets an info_teleport_destination. Make sure the info_teleport_destination doesn't have the same "targetname" field as the other two!
You have all the monster/trigger_teleport setups in a separate dedicated spawner room.
Right?
Did you get skills messed up (does Light give you messages like "X has no target in Easy skill" etc)?
The trigger_teleports can be any size, it's enough if the monster touches them. Each monster must have its own trigger_teleport! Make sure they don't touch (leave some room between them.)
The info_teleport_destination, as you noted, should not be inside walls etc.
Do you get any error messages? Tried setting "developer 1" in the console, or starting the game with -developer command line flag? Those give you more messages.
And I hope this doesn't upset you, but can you see now why I suggested Quoth? :-)
#6393 posted by Mikko on 2007/09/19 01:19:02
"The monster and the trigger_teleport get the same "targetname" field."
I haven't named the monsters but I don't think it matters since 90% of these spawns work fine without targetnames.
"Did you get skills messed up"
No. The monsters are there - they just don't spawn.
All the spawns are in a separate room, each monster having his own telebox and so on.
Developer 1 doesn't show anything relevant.
Anywayz, this had me wonder:
"The trigger_teleports can be any size, it's enough if the monster touches them."
"You stick the monster you want to spawn halfway into a trigger_teleport."
What do you mean by "halfway" in this context?
#6394 posted by metlslime on 2007/09/19 01:33:42
The monster and the trigger_teleport get the same "targetname" field.
This isn't required, but does have the benefit of making sure the monster wakes up as soon as he spawns in (instead of waiting until he sees the player)
#6395 posted by golden_boy on 2007/09/19 04:31:30
Halfway means, the monster and the trigger overlap. You shove the monster 16 or 32 units into the trigger.
Perhaps you should mail the map to somebody else, perhaps AguirRe, and ask if he can take a look at it?
Map Dimension Limits?
#6396 posted by Baker on 2007/09/19 12:40:18
What are the maximum and minimum X, Y, Z coordinates for a standard Quake compatible map?
If I recall, I think maps have dimension limits of 4096 x 4096 x 4096 but this might be wrong.
Is the answer -2048, -2048, -2048 to 2048, 2048, 2048?
Part B:
What are max/mins in aguirRe's engine and DarkPlaces?
I have an idea for maze generator or possibly a dungeon maker for Quake that writes the .map randomly (for all practical purposes) and then compiles it and it should be rather easy to make [because I have the source for such a program and just need to make it output the brush coordinates]... I just need to know the limits.
Thanks to whoever knows the answer.
#6397 posted by Spirit on 2007/09/19 13:17:28
The Q1 Map Limit
#6398 posted by aguirRe on 2007/09/19 13:27:03
is +/-4096 in all directions, i.e. a box with 8192 unit sides. Most engines (including mine) are using those limits, while I think DP has (+/-)64k.
I'd rather not think about a maze that challenges any of those limits ...
I'd Rather Not Think About A Maze That Challenges Any Of Those Limits
#6399 posted by Baker on 2007/09/19 13:47:03
I'm laughing, like for real. ;)
That would be the most frustrating map ever. Even with 8192 it still may be the case.
Shit.
#6400 posted by ijed on 2007/09/20 01:27:18
I already made three of those (8192) :P
Just For Shits
#6401 posted by inertia on 2007/09/20 04:24:15
I'm debating making a 8192^3 level... using special tools of course.
To Clarify
#6402 posted by inertia on 2007/09/20 04:28:14
By special tools I mean writing some evolutionary search method to design levels. I really doubt it'd actually be 8192^3, but that could potentially happen if the algorithm is designed in the right way. I don't have the time to work on this any time soon, but the idea seems like it could have merit for game designers, in order to generate... well, whatever is desired. Practically speaking it would be incredibly difficult to "get right," but whatever.
I can think of some func'ers who would be interested in implementing this...
What The Hell Are You Talking About?
#6403 posted by Lunaran on 2007/09/20 14:10:50
Translation:
#6404 posted by metlslime on 2007/09/20 20:40:23
"I seriously think I might make a map using a tool that doesn't exist and that I don't know how to write, but I imagine someone else on func will write it for me."
Removed The Five Malfunctioning Spawns
#6405 posted by Mikko on 2007/09/21 01:56:39
One last question: is it possible to make an elevator (func_door) so that when it goes down (activated by a button), it stays down, and has to be once again activated (by another button) to go back up? I tried the "Stays open" value but that prevented it from going back up altogether.
The 'toggle' Spawnflag
#6406 posted by necros on 2007/09/21 02:12:24
it will do what you want. :)
Tyrlight
#6407 posted by Lunaran on 2007/09/21 05:35:28
Tyrlight 99c is crashing on a specific plane in my map, consistently, only in colored light mode. Is there any way I can trace that back to a brush, or whatever else might be causing it? I really don't have the patience to just start fucking with random brushes and 'jiggling the handle' until I maybe get a result.
Aside From Divide-and-conquer Compiling, That Is
#6408 posted by Lunaran on 2007/09/21 05:36:20
Screenshots
#6409 posted by Mikko on 2007/09/21 23:19:26
I asked previously (#6385) about how to take screenshots so that the weapon doesn't show and I received a reply in #6386. However, is there any way to fly/walk around the level in a spectator mode so that the monsters cannot see you? I'd like to snap a few shots with monsters posing in them but so that they're not trying to shoot me.
#6410 posted by gibbie on 2007/09/21 23:28:09
i think if you type 'notarget' they won't see you. also set crosshair 0, r_drawviewmodel 0, viewsize 120, and fov 105 or something. afterwards you'll probably need to brighten the shots up a bit in photoshop (play with curves).
Well
#6411 posted by Lunaran on 2007/09/22 01:36:51
shrinking the map down to smaller and smaller bits to isolate the cause of the error didn't help. tyrlite -lit crashes within the first few dozen faces no matter what map I compile with it, even maps with no lights.
trying other BSPers in advance doesn't help, so it's probably not a compatibility issue there. tyrlite 0.99c has in fact been confirmed to work when compiling a map with a .lit, right?
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